











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 50 / 1771% |
| Size | big |
| Lifes / Deaths | Killed by fire drake at level 50 on the 75th Dusk 123rd year of Ascendancy at 22:27 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 146 (base 60) |
| Dexterity | 77 (base 13) |
| Constitution | 96 (base 38) |
| Magic | 51 (base 16) |
| Willpower | 160 (base 59) |
| Cunning | 128 (base 58) |
Resources
| Life | 2051/2075 |
| Hate | 43/100 |
| Equilibrium | 30 |
| Steam | 100/100 |
| Healing Factor | 1.4023978807679 |
| Regeneration | 39.048497591927 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 16 |
| Infravision | 9 |
| See Stealth | 10 |
| See Invisible | 6.0000000000003 |
Offense: Mainhand
| Damage | 235 |
| Accuracy | 65 |
| Crit Chance | 98% |
| APR | 38 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 46% |
| Speed | 1 |
Offense: Mind
| Mindpower | 108 |
| Crit Chance | 64% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +28% |
| Blight | +33% |
| Arcane | +31% |
| Mind | +55% |
| All | +25% |
| Light | +51% |
| Physical | +61% |
| Fire | +35% |
| Nature | +49% |
Offense: Damage Penetration
| Blight | +10% |
| Physical | +20% |
| Light | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 92.08934837382 (81.151787968034%) |
| Defense | 69 |
| Ranged Defense | 69 |
| Fatigue | 37 |
| Physical Save | 67 |
| Spell Save | 55 |
| Mental Save | 75 |
Defense: Resistances
| Acid | + 43%( 70%) |
| Blight | + 62%( 70%) |
| Physical | + 54%( 73%) |
| Cold | + 42%( 70%) |
| All | + 22%( 70%) |
| Lightning | + 45%( 70%) |
| Light | + 49%( 70%) |
| Temporal | + 29%( 70%) |
| Mind | + 57%( 70%) |
| Darkness | + 44%( 76%) |
| Fire | + 36%( 70%) |
| Nature | + 59%( 70%) |
Defense: Immunities
| Pinning Resistance | 75% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Silence Resistance | 10% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 70% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 794 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 50% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 49% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1082% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Predator | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Cursed / Rampage | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Cursed / Strife | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cursed / Endless hunt | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Gloom | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Repel |
| talent | Stalk |
| talent | Gloom |
| talent | Antimagic Shield |
| talent | Savage Hunter |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 4.0)Penalty : Fractured Sanity: -10% Mind Resistance, -14% Confusion Immunity Power 1+: Unleashed: +12% critical damage, +15% off-hand weapon damage Power 2+: -1 Luck, +7 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 60% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 2.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 7%) for 4 turns. Power 1+: Nightwalker: +8 Darkness Resistance, +6% Max Darkness Resistance, +6 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 4.0)Penalty : Fear of Death: -7% resistance against damage from the undead. Power 1+: Power over Death: +10% damage against the undead. Power 2+: -1 Luck, +4 Strength, +4 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 22 turns, retch (level 2) when you fall below 44% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 3.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 14% when tested. Power 1+: Removed from Reality: +4 Physical Resistance, +3 Maximum Physical Resistance Power 2+: -1 Luck, +5 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 102 mind and 83 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 183 Mind damage, and deal 148 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+29% chance to avoid traps). Power 2+: -1 Luck, +3 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+8% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved some of the Krogs. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the lost warrior from death by Eilinyritta the banshee. Escort: lost warrior (level 1 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +5. | done |
You failed to protect the worried loremaster from death by Yvanor the snow giant. Escort: worried loremaster (level 2 of Daikara) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed wretchling eyeball. * You've found the needed vial of elder vampire blood. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed storm wyrm claw. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Steam Powered Boots (Corpses) (8 def, 15 armour) 3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Phys.save +15 (+4 eff.) Pinning- +75% Knockbk- +25% Teleport- +100% Generate 3 steam each time you walk. Curse of Corpses Boots. But with steam power! |
| Quiver | Arkul's Siege Arrows (14/14, 180% power, 100 apr)3.0 T5 arrow ammo [Unique] Master Power 180% Range: 1.4x Uses 40% Wil, 50% Dex, 70% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +100 Crit +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
| Light source | Duvugovor the dwarven lantern 1.0 T5 lite [Random Unique] Nature/Master While equipped: Stats +6 Wil dps ---------- Phys.crit +4.0% Crit.mult +19.00% Phys.pwr +9 (+1 eff.) Dmg.mod +20% light ----- def ----- Defense +25 (+6 eff.) Crit.chn- 15.52% Spell.save +3 (+1 eff.) Max.HP +73.00 Silence- +10% Disarm- +10% Confus- +20% ---------- misc Light +15 See.Stealth +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Duredig (Shrouds) (0 def, 4 armour) 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +12 Str +8 Wil +10 Cun +3 Con dps ---------- Phys.pwr +13 (+2 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +12% acid +6% temporal +12% cold +7% physical Phys.save +8 (+2 eff.) Mind.save +23 (+6 eff.) ---------- misc Light +1 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Steam Powered Gauntlets (Madness) (0 def, 12 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +150% ---------- misc Talents +5 Iron Grip Unarmed combat: Power 145% Range: 1.4x Uses 40% Wil, 40% Dex, 40% Str 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Curse of Madness Gauntlets. But with steam power! |
| Tool | stralite torque of psionic shield 'Lelimathad' [power 111] (25 cooldown)2.0 T4 torque charm [Random Unique] Psionic While equipped: Stats +2 Cun dps ---------- Mind.crit +4% Mind.pwr +25 (+4 eff.) ---------- misc Max.psi +10.00 Setup a psionic shield, reducing all damage taken by 111 for 5 turns Puts all charms on 25 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to heal for 62. 100% to increase all damage by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | voratun diamond ring (Madness)0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +5 Str +5 Dex +5 Mag +20 Wil +13 Cun +5 Con dps ---------- Mind.pwr +14 (+2 eff.) S.pwr/crit +4 Dmg.mod +6% arcane Res.pen +15% physical Melee Ret 2 arcane ----- def ----- Defense +10 (+3 eff.) Resists +15% blight Phys.save +18 (+4 eff.) Spell.save +13 (+4 eff.) Mind.save +32 (+8 eff.) ---------- misc Mana/s.crit +2.19 Curse of Madness Rings make your fingers look great! |
| On fingers | Gleamripper the stralite ring (Nightmares)0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +7 Str +8 Con dps ---------- Phys.pwr +13 (+2 eff.) Dmg.mod +15% physical +24% nature +6% light Res.pen +20% light ----- def ----- Resists +15% physical +33% nature +6% light Curse of Nightmares Rings make your fingers look great! |
| Around neck | Limmir's Amulet of the Moon0.1 T5 amulet jewelry [Unique] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all ----- def ----- Stun/Frz- +60% Amulets make your neck look great! |
| In main hand | Gorylin (Misfortune) (154% power, 26 apr) 3.0 T5 mace 1H weapon [Random Unique] Nature/Master/Psionic Power 154% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +26 Crit +23.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +8 Str +13 Wil +16 Con dps ---------- Dmg.mod +9% physical Res.pen +5% physical Acc +17 (+4 eff.) Apr +2 ----- def ----- Phys.save +6 (+1 eff.) Die.at -80.00 life Max.HP +66.00 ---------- misc Stam/turn +2.00 Curse of Misfortune Blunt and deadly. |
| Around waist | Poledhenor the drakeskin leather belt (Corpses) 1.0 T5 belt armor [Random Unique] Master While equipped: Stats +10 Dex +12 Cun +10 Lck dps ---------- Phys.crit +15.0% Mind.crit +13% Phys.pwr +9 (+1 eff.) Dmg.mod +30% mind Melee Ret 2 mind ----- def ----- Defense +10 (+3 eff.) Resists +3% temporal Spell.save +13 (+4 eff.) Proj.slow +25% Stealth +12 ---------- misc T.Disarm +22 Infravis +5 Size +1 Curse of Corpses A belt that goes around your waist. |
| In off hand | windwalling voratun shield of winter (Nightmares) (0 def, 10 armour, 179% power, 211.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego++] Nature/Psionic When used to Attack: Power 179% Range: 1.2x Uses 40% Wil, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +212 Melee+ +21 cold +21 physical While equipped: Stats +10 Wil dps ---------- On shield block: * Deals 317 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +10 Fatigue +8% Resists +13% cold +15% physical Shield.near.proj +62 Proj.slow +33% ---------- misc Talents +1 Block Curse of Nightmares Handheld deflection devices. |
| Cloak | elven-silk cloak 'Guneregoleg' (Corpses) (9 def, 0 armour) 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Crit.mult +23.00% Dmg.mod +3% acid Res.pen +10% blight Acc +15 (+3 eff.) Apr +10 Melee Ret 2 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 19 * 20% chance to reduce armor by 29% ----- def ----- Defense +9 (+2 eff.) Resists +30% lightning +14% light +16% blight +18% fire +14% nature Stealth +22 HP.reg +6.00 Heal.mod +20% Stun/Frz- +50% Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Plate of the Blackened Mind (Madness) (15 def, 40 armour) 17.0 T5 massive armor Reqs Massive armour training [Unique] Psionic While equipped: Stats +10 Str +10 Dex +10 Mag +16 Wil +14 Cun +13 Con dps ---------- Mind.pwr +10 (+1 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+4 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+4 eff.) Mind.save +25 (+6 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Curse of Madness Dominate: Level 2.6 Pwr.cost 15 out of 25/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 26 Armour, 38 Defense and your attacks will gain 46% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Inventory
medical injector implant of the duelist (efficiency 181% / cooldown 72%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 181% efficiency and cooldown mod of 72%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 213% / cooldown 72%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 213% efficiency and cooldown mod of 72%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 196% / cooldown 52%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 196% efficiency and cooldown mod of 52%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 18)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 18.4 steam per turn. Can be activated for an instant burst of 92 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 17)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 16.7 steam per turn. Can be activated for an instant burst of 83 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion of the titan (heal 794; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 794 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 48%; mental, physical; dur 2; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 48% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
stormshield rune of the sneak (threshold 57; blocks 8; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 57 up to 8 times. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. This item has been sent to the Item's Vault. |
schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Crystal Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Garkul's Teeth0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+4 eff.) Mind.save +18 (+5 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 4.0 Pwr.cost 10 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 510.27 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (135). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
stralite amulet 'Grinodur'0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Dex +5 Wil +14 Cun +9 Con dps ---------- Mov.spd +10% Dmg.mod +15% arcane Res.pen +10% arcane Melee Ret 4 arcane ----- def ----- Fatigue -7% Resists +5% arcane HP.reg +4.00 ---------- misc Stam/turn +1.10 Amulets make your neck look great! |
Exiler (Corpses)0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Melee+ 15 temporal Dmg.mod +15% temporal +10% physical ----- def ----- Resists +15% temporal Anom.red +10 ---------- misc Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Curse of Corpses Attempt to inflict 83.60 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s). Uses 32 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Mnemonic (Madness)0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+2 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+5 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Curse of Madness Mental Shielding: (Instant) Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Ring of the Archlich (Corpses)0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+4 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+2 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 Curse of Corpses This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Writhing Ring of the Hunter (Madness)0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). Curse of Madness A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
gold ring 'Goremight' (Shrouds)0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +14% fire +13% cold ----- def ----- Resists +3% temporal +9% darkness +28% fire +3% nature +29% cold Max.HP +38.00 Disarm- +23% Pinning- +25% Knockbk- +31% Curse of Shrouds Rings make your fingers look great! |
voratun diamond ring (Madness)0.1 T5 ring jewelry [Ego+] Psionic While equipped: Stats +5 Str +5 Dex +5 Mag +11 Wil +12 Cun +5 Con dps ---------- Mind.pwr +14 (+2 eff.) Curse of Madness Rings make your fingers look great! |
voratun fire opal ring (Misfortune)0.1 T5 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +7 Con dps ---------- Phys.crit +6.0% Spell.crit +5% Mind.crit +5% Mov.spd +20% Dmg.mod +10% all Res.pen +20% nature Acc +25 (+6 eff.) Melee Ret 4 physical ----- def ----- Defense +15 (+4 eff.) Resists +29% acid +3% physical +30% cold +30% fire +27% lightning Phys.save +14 (+3 eff.) ---------- misc Stam/turn +3.00 Curse of Misfortune Blinding Speed: Puts all charms on 40 cooldown Level 4.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
Borosk's Hate (Madness) (172% power, 22 apr)3.0 T5 greatsword 2H weapon [Unique] Master Power 172% Range: 1.6x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +10.0% Atk.spd 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con ---------- misc Masteries +0.20 Technique/Two-handed assault Curse of Madness This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
enhanced dragonbone longbow of enduring (Madness)4.0 T5 longbow 2H weapon Reqs Shoot [Ego++] Nature Power 66% Range: 1.1x Uses 40% Wil Dmg Physical Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: Stats +11 Str +15 Dex +12 Mag +29 Wil +5 Cun +26 Con ----- def ----- Max.HP +72.00 Curse of Madness Longbows are used to shoot arrows at your foes. |
Butcher (Misfortune) (159% power, 12 apr)3.0 T5 longsword 1H weapon [Unique] Master/Psionic Power 160% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +10.0% Atk.spd 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +10 Wil +7 Cun dps ---------- Acc +18 (+4 eff.) ---------- misc Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Curse of Misfortune Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
Corpathus (Corpses) (150% power, 12 apr)3.0 T4 longsword 1H weapon [Unique] Master/Unknown Power 150% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +4.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Curse of Corpses Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. This item has been sent to the Item's Vault. |
Dawn's Blade (Corpses) (161% power, 7 apr)3.0 T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Power 162% Range: 1.4x Uses 40% Wil, 25% Mag, 80% Str Dmg Light Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 100% Against +25% Undead +25% Demon While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+5 eff.) Dmg.mod +20% light Res.pen +25% light ---------- misc Light +2 Cooldown Healing Light -3 Barrier -5 Providence -10 Bathe in Light -5 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Curse of Corpses Invoke dawn, inflicting 267.27 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 35 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
enhanced voratun longsword of crippling (Madness) (151% power, 6 apr)3.0 T5 longsword 1H weapon [Ego++] Nature/Master Power 151% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Str +9 Dex +8 Mag +11 Wil +11 Cun +8 Con dps ---------- Phys.crit +13.0% Curse of Madness Sharp, long, and deadly. |
Awakened Staff of Absorption (172% power, 60 apr, fire element)7.0 T5 staff 2H weapon [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+18 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Whip of Urh'Rok (Madness) (167% power, 0 apr)3.0 T5 whip 1H weapon [Unique] Arcane Power 167% Range: 1.1x Uses 40% Wil, 100% Dex Dmg Devouring flames Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Crit +9.0% Atk.spd 125% On Hit: 20% Bone Nova 4 On Hit: 15% Blood Boil 3 While equipped: dps ---------- Spell.pwr +15 (+7 eff.) Dmg.mod +20% blight +20% fire ---------- misc See.Invis +2 Telepathy Demon/Minor Demon/Major While carried: dps ---------- Dmg.mod +8% blight Curse of Madness With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
Eledhevena the hardened leather belt (Madness)1.0 T3 belt armor [Rare] Nature While equipped: Stats +5 Str +3 Wil +3 Con dps ---------- Mind.crit +5% ----- def ----- Defense +25 (+6 eff.) Max.HP +139.00 ---------- misc Hate/m.crit +3.00 Curse of Madness A belt that goes around your waist. |
Emblem of Evasion (Shrouds)1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+5 eff.) Proj.evade +15% Proj.slow +30% Curse of Shrouds Evasion: (Instant) Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 38 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Serpentine Cloak (Shrouds) (20 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+5 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Curse of Shrouds Cunning and malice seem to emanate from this cloak. |
Spider-Silk Robe of Spydrë (Corpses) (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Curse of Corpses This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Aetherwalk (Misfortune) (6 def, 0 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+7 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+2 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 166 arcane damage based on magic in a radius of 3 around the user after any teleport. Curse of Misfortune Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. This item has been sent to the Item's Vault. |
Anti-Gravity Boots (Madness) (8 def, 8 armour)3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+0 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 4% chance to fail to operate properly (reduced by Cunning). Curse of Madness Jump to a nearby location within range 7, blasting everything within radius 2 (154 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (258 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Malslek the Accursed's Hat (Madness) (2 def, 0 armour)2.0 T4 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Spell.pwr +10 (+5 eff.) Mind.pwr +15 (+2 eff.) Melee+ 30% gloom effects Dmg.mod +10% darkness +10% physical ----- def ----- Defense +2 (+1 eff.) Resists +20% fire Mind.save -10 (-2 eff.) Heal.mod -10% ---------- misc Hate/m.crit +2.00 Hate/kill +2.00 Max.hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony 2 On Mind Hit: 10% Hateful Whisper 2 Curse of Madness This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
Steam Powered Helm (Madness) (3 def, 12 armour)3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% Curse of Madness A Helmet. But with steam power! |
Scale Mail of Kroltar (Corpses) (10 def, 18 armour)14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+3 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Curse of Corpses Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 80.84 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. This item has been sent to the Item's Vault. |
Breath of Eyal (Madness) (10 def, 10 armour)9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+1 eff.) ----- def ----- Armour +10 Defense +10 (+3 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+6 eff.) Curse of Madness This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
The Black Wall (Shrouds) (12 def, 9 armour, 164% power, 200 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 164% Range: 1.2x Uses 40% Wil, 100% Str Dmg Darkness Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +200 While equipped: dps ---------- Melee Ret 10 darkness ----- def ----- Armour +9 Defense +12 (+3 eff.) Rng.Def +15 (+4 eff.) Fatigue +28% ---------- misc Talents +1 Block Masteries +0.20 Technique/Shield defense +0.20 Technique/Shield offense +0.20 Corruption/Doom shield ShadowPwr +5 Increases all resists by 0.4% for each point of your Shadow Power. Curse of Shrouds "With this, no one will ever harm you again." |
Titanic (Nightmares) (20 def, 18 armour, 159% power, 320 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 160% Range: 1.2x Uses 40% Wil, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+5 eff.) Rng.Def +10 (+3 eff.) Fatigue +30% ---------- misc Talents +1 Block Curse of Nightmares This shield made of the darkest stralite is huge, heavy and very solid. |
Unsetting Sun (Nightmares) (16 def, 20 armour, 161% power, 280 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane Glows brightly in the light of dawn. When used to Attack: Power 162% Range: 1.2x Uses 40% Wil, 100% Str Dmg Light Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +280 While equipped: ----- def ----- Armour +20 Defense +16 (+4 eff.) Rng.Def +17 (+4 eff.) Fatigue +14% Resists +30% blight +30% darkness Spell.save +19 (+6 eff.) ---------- misc Light +2 Talents +1 Block Curse of Nightmares When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
swashbuckler's stralite shield of winter (Madness) (0 def, 8 armour, 161% power, 145 block)7.0 T4 shield armor Reqs Shield usage training [Ego++] Nature/Master When used to Attack: Power 161% Range: 1.2x Uses 40% Wil, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +145 Melee+ +20 cold While equipped: Stats +7 Str +11 Dex +4 Wil dps ---------- Acc +14 (+3 eff.) On shield block: * Deals 317 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +8 Fatigue +8% Resists +15% cold ---------- misc Talents +1 Block Curse of Madness Handheld deflection devices. |
swashbuckler's stralite shield of winter (Madness) (0 def, 8 armour, 157% power, 148 block)7.0 T4 shield armor Reqs Shield usage training [Ego++] Nature/Master When used to Attack: Power 157% Range: 1.2x Uses 40% Wil, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +148 Melee+ +18 cold While equipped: Stats +5 Str +3 Dex +5 Wil dps ---------- Acc +9 (+2 eff.) On shield block: * Deals 317 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +8 Fatigue +8% Resists +13% cold ---------- misc Talents +1 Block Curse of Madness Handheld deflection devices. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
Quiver of Domination (20/20, 127% power, 8 apr)3.0 T4 arrow ammo [Unique] Psionic Power 127% Range: 1.4x Uses 60% Wil, 60% Dex, 50% Str Dmg Mind Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +2.0% Capacity 20 On Crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1372 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
6 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
7 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
10 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Dúathedlen Heart1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+1 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. This item has been sent to the Item's Vault. |
Gebeth1.0 T3 lite [Rare] Master While equipped: Stats +4 Mag dps ---------- Spell.crit +3% Dmg.mod +9% blight +18% arcane Res.pen +10% all Phasing +30% Apr +10 ----- def ----- Resists +9% acid Die.at -60.00 life Max.HP +100.00 ---------- misc Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Silolle1.0 T3 lite [Rare] Nature While equipped: ----- def ----- Resists +12% acid +9% cold +3% light Crit.chn- 10.00% Phys.save +9 (+2 eff.) Max.HP +49.00 Blind- +20% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
5 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
dwarven steel crystal plating0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +6 Str +6 Dex +6 Mag +6 Wil +6 Cun +6 Con Tinkers can be attached to normal items to improve them with steam power! |
voratun fatal attractor0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Fatal Attractor Tinkers can be attached to normal items to improve them with steam power! |
voratun razor edge0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 66% Range: 1.1x Uses 40% Wil Dmg Physical Apr +20 Crit +20.0% Tinkers can be attached to normal items to improve them with steam power! |
Cold Iron Acorn0.0 T1 trinket misc [Plot Item] Psionic While carried: dps ---------- Mov.spd +20% Dmg.mod +12% physical ----- def ----- Resists +30% mind A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
8 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By cursy the Cornac Cursed level 38
78th Regrowth 123rd year of Ascendancy at 11:59 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By cursy the Cornac Cursed level 38
72nd Regrowth 123rd year of Ascendancy at 14:37 see stats
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By cursy the Cornac Cursed level 18
35th Dusk 122nd year of Ascendancy at 08:01 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By cursy the Cornac Cursed level 42
33rd Pyre 123rd year of Ascendancy at 18:39 see stats
Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
Killed Borius in the Bearscape.By cursy the Cornac Cursed level 29
18th Haze 122nd year of Ascendancy at 10:53 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By cursy the Cornac Cursed level 10
1st Flare 122nd year of Ascendancy at 09:52 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By cursy the Cornac Cursed level 41
30th Pyre 123rd year of Ascendancy at 19:32 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By cursy the Cornac Cursed level 33
21st Regrowth 123rd year of Ascendancy at 10:41 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By cursy the Cornac Cursed level 50
76th Dusk 123rd year of Ascendancy at 04:54 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By cursy the Cornac Cursed level 23
72nd Dusk 122nd year of Ascendancy at 11:18 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By cursy the Cornac Cursed level 33
21st Regrowth 123rd year of Ascendancy at 09:01 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By cursy the Cornac Cursed level 36
67th Regrowth 123rd year of Ascendancy at 09:12 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By cursy the Cornac Cursed level 50
74th Dusk 123rd year of Ascendancy at 13:04 see stats
Gem of the Moon (Insane (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By cursy the Cornac Cursed level 50
36th Dusk 123rd year of Ascendancy at 10:05 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By cursy the Cornac Cursed level 32
1st Allure 123rd year of Ascendancy at 13:01 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By cursy the Cornac Cursed level 10
1st Flare 122nd year of Ascendancy at 09:51 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By cursy the Cornac Cursed level 20
46th Dusk 122nd year of Ascendancy at 15:41 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By cursy the Cornac Cursed level 30
77th Haze 122nd year of Ascendancy at 00:12 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By cursy the Cornac Cursed level 40
28th Pyre 123rd year of Ascendancy at 22:56 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By cursy the Cornac Cursed level 50
35th Dusk 123rd year of Ascendancy at 02:00 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By cursy the Cornac Cursed level 49
7th Dusk 123rd year of Ascendancy at 01:22 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By cursy the Cornac Cursed level 44
71st Pyre 123rd year of Ascendancy at 01:07 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By cursy the Cornac Cursed level 20
57th Dusk 122nd year of Ascendancy at 22:17 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By cursy the Cornac Cursed level 50
38th Dusk 123rd year of Ascendancy at 11:52 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By cursy the Cornac Cursed level 33
26th Regrowth 123rd year of Ascendancy at 17:36 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By cursy the Cornac Cursed level 23
72nd Dusk 122nd year of Ascendancy at 07:38 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By cursy the Cornac Cursed level 41
30th Pyre 123rd year of Ascendancy at 22:27 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By cursy the Cornac Cursed level 50
76th Dusk 123rd year of Ascendancy at 04:53 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By cursy the Cornac Cursed level 6
78th Pyre 122nd year of Ascendancy at 02:55 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By cursy the Cornac Cursed level 44
71st Pyre 123rd year of Ascendancy at 01:07 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By cursy the Cornac Cursed level 24
3rd Haze 122nd year of Ascendancy at 05:26 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By cursy the Cornac Cursed level 16
17th Dusk 122nd year of Ascendancy at 15:07 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By cursy the Cornac Cursed level 50
75th Dusk 123rd year of Ascendancy at 22:27 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By cursy the Cornac Cursed level 37
71st Regrowth 123rd year of Ascendancy at 17:52 see stats





























































































































































